Applying the theory

For the past two weeks we have studied ko and kikashi on a theoretical level. All the kikashi shown in this week's column are from actual games. Diagram 1 especially is interesting as it relates to the problems professionals face during their matches. By using a board and stones to lay out the positions, you will understand how professionals feel during their games.

I also recommend watching go games on TV or on video because you will see exactly what the pro sees. There is no hint about the next move, unlike when you follow a game on a diagram. Such real-life situations will lead to intense concentration, which is the only way to improve.

Let's start with the solutions to last week's problems.

sol1,refe1a,1b

Solution 1 : The question was whether black 1 was a kikashi or not. If White answers by connecting at 2, black plays at 3. In turn, White will defend at 4. If Black now gets to play around A, it is clear that the exchange 1 for 2 is favorable for Black; on the other hand, if White gets to exchange B for C and they play around A, the exchange may not be favorable. In effect, the exchange 1 for 2 may or may not be kikashi, depending on the situation.

Reference 1A : If Black omits the exchange A for B, later on he may want to invade at 1. If White answers with 2 and 4, black 5 connects his stones. White cannot play at C to cut as black D puts the marked white stone in atari. Note, how disastrous the exchange A for B would be in this diagram. Note also that black 1 would be answered by White with a move at C to prevent the connection.

Reference 1B : Another problem that should be addressed is what happens if White resists, e.g. by playing at 2. Black can now play at 3 to prepare for the cut at 5 in sente. The sequence to 15 is one possible outcome. Depending on the situation the white wall could be put to better use than Black's profit on the right side.

sol2 Solution 2 : Black 1 is correct. At this stage, White will connect with 2. Black 3 next is what is referred to as an "natural flow" (choshi-ga-ii)-the exchange 1 for 2 has strengthened Black on the left side but White also has become stronger. Black 3 takes away White's eyes and defends Black's corner territory (please note this order of priority). For reference, the moves to 47 are included. Note the kikashi moves 15 (white 16 was a bad response as black 17 and 19-hreatening to capture the marked white stone-are good for Black), white 24 and 26 and black 29 to 39 (that make 45 sente). Black 41 forces 42 which in turn provides a kikashi at 43 and finally one at 47. In the end White's group dies. Also note how the marked black stones in the upper right contribute to the attack on White's groups.

sol3,refe3 Solution 3 : Black 1 is an excellent kikashi. If white 2, Black can (later) play the combination 3, 5 and 7. Notice the effect of the exchange 1 for 2 now. After 7, White cannot play A, because black B and white C would puts himself in atari. Therefore, white 8 offers the strongest resistance, but black 9 is a clever move that starts a ko. If White loses this ko, he has two dying groups in the corner.

Reference 3 : Because he cannot afford this ko, White will have to submit with 2. Now the kikashi black 3 for 4 is proper timing. Black then can play at A or B to capture one of the marked white stones.

diagram1

Kikashi in an actual game

Diagram 1 (1-9) : In this game between Satoru Kobayashi (Black) and Norio Kudo, we can observe a few interesting kikashi combinations. First of all, black 9. Black does not mind making white 8 stronger as this stone is strong in the first place because of the presence of white 6. How many people would want to invade at A instead? But once you understand the underlying concepts of kikashi, your play will rise to a higher plane. Black 13 is another kikashi whereas black 15 aims at cutting at A.

Explanation 1 : Instead of 15 in the diagram, Black could have played at 1, which looks like a kikashi, but then after white 2, black 3 is no longer sente.

ex1,ex2,prob2,prob1,prob3 Explanation 2 : After white 2, Black cannot cut at 3 as the moves 4, 6, 8 and 10 capture the black stones in a so-called "loose ladder."

New Problems

Problem 1 (intermediate): Black can invade at 1 and capture the marked stone. But even though this stone is captured, White has plenty of kikashi maneuvers to make the situation even. How can he sacrifice the marked stone and still get as many kikashi as possible ?

Problem 2 (intermediate:) Black 1 (19 in Diagram 1) is a great kikashi. How should White respond ?

Problem 3 (advanced): White has just played at 1 as he intends to use the marked white stones to their maximum potential. How does Black respond to minimize the kikashi effect ?

By Richard Bozulich

By Rob van Zeijst

  1. How to teach go
  2. The last rule--ko
  3. Basic strategy of go
  4. Go as a second language
  5. Building castles
  6. The secrets of the lazy
  7. Don't mistake movement for action !
  8. Madmen and common sense
  9. Breaking down the borders
  10. Go the 4th R in school curriculum
  11. Go an educational tool
  12. Mixed-doubles go
  13. Problems and answers
  14. The answer is in the doing
  15. Upsetting common sense
  16. Believing is winning
  17. The art of tenuki
  18. Classification and association
  19. Being in good shape
  20. Keeping in shape
  21. Games of Culture
  22. Deduction and Induction
  23. Asking the right questions
  24. War or peace ?
  25. Avoid simple solutions
  26. The master player
  27. The Ing Memorial Cup in Europe
  28. new ruler on the Kisei Throne
  29. Expectations and reality
  30. Quantity or quality ?
  31. Fujitsu Cup
  32. A Slip of the mind
  33. Losing your bonus
  34. Get out of that groove
  35. New lease on life
  36. Games people play
  37. Changing your mind
  38. Pick your fight
  39. Sanrensei-Part II
  40. Invasion tactics
  41. sanrensei strategy
  42. JAL Cup World Amateur Go Championship
  43. The Honinbo Title: Up for grabs
  44. O Meien becomes new Honinbo
  45. Rote memory vs calculation
  46. The problem with go
  47. The art of stealth
  48. Keep your options open
  49. Where Zen and go meet
  50. Think globally, sacrifice locally
  51. Yamashita the new Gosei king
  52. Toughing it out
  53. The leaning technique
  54. Learning by example
  55. Proverbs guide your hand
  56. Yoda, the new hero
  57. Young turk wars
  58. Evolving game
  59. Solution to last week's problem
  60. Every move is a new board situation
  61. King of ko
  62. Get stronger at ko
  63. Solutions to last week's problems
  64. Answers to last week's problems
  65. Go Training in Europe
  66. Kikashi and Nozoki
  67. Tips from the Pros
  68. Applying the theory
  69. Answers to last week's problems
  70. More on honte
  71. Aggressive players know boshi
  72. Boshi-old hat for go-getters
  73. Boshi-erasing influence
  74. Rui Naiwei-top woman player
  75. last week's problems
  76. Making the connection
  77. More connections
  78. professionals use connections
  79. Solutions to last week's problems
  80. Sometimes a person might wonder
  81. Solutions to last week's problems
  82. Solutions to last week's problems
  83. Guidelines for explaining the game
  84. Handicap in golf and go
  85. Atari-The last liberty
  86. The second technical rule
  87. Concept of territory
  88. The Concept of Life
  89. Mine is bigger than yours
  90. Third line vs fourth line
  91. How low can we go ?
  92. Wariuchi
  93. Changing your perspective
  94. Solution to last week's problems
  95. O Meien defends Honinbo title
  96. O Meien retains his title
  97. Thickness-a hard issue
  98. Upping the ante
  99. Look and understand-cutting is zilch
  100. Bad style vs good style
  101. Solutions and references
  102. In go, most people have,,,,
  103. Two eyes